﻿#version 330 core

layout (location = 0) in vec3 a_position;
layout (location = 1) in vec2 a_texCood;
layout (location = 2) in vec4 a_color;

out vec2 v_texCoord;
out vec4 v_color

uniform mat4 vp;

void main()
{
	gl_Position = vec4(a_position, 1.0) * vp;
	v_texCoord = a_texCoord;
	v_color = a_color;
	
}

#version 330 core

in vec2 v_texCoord;
in vec4 v_color

out vec4 color;

uniform sampler2D _MainTex;

void main()
{
	color = texture(_MainTex, v_texCoord) * v_color;
}